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  Blueprint Filter: Jobs
Posted by: Vectorus - 12-23-2019, 04:08 PM - Forum: Arena of Ideas - No Replies

Add an option to the blueprint filter to allow us to limit the design list to designs with a minimum or maximum number of professional jobs.

When not designing my own buildings, the single most important factor in browsing the exchange is number of jobs and hence fitness for the city size I have planned. This option would be a welcome addition to both the main exchange window and the F11 construction window.

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  Avatars Count as Multiple Workers
Posted by: Vectorus - 12-23-2019, 12:15 PM - Forum: Arena of Ideas - Replies (2)

With old buildings, you could click "run" on every process housed in that building regardless of whether citizens were available to help. So your first stone mine could run 4 processes, 40 units of stone each time you visited it. 

Nowadays, when your city is brand new and underpopulated, it is extremely slow to get going because you can only run 1 process at a time by hand, reducing your output by about 4 times for mines and 8 times for other buildings.

Allowing hand-run processes to count for either 4-8 production lines OR the actual number of workers present, whichever is greater, would massively speed up that phase of your city building when you're doing most of the work yourself or waiting a long time for people to immigrate.

Obviously, that's the first phase of the game most people experience so making it less painful (at least no more than how it used to be) would be a gift to them.

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  2019-12-20 Landing, Turret
Posted by: Haxus - 12-20-2019, 03:50 PM - Forum: Updates - Replies (4)

Land at Airport Order
NPCs have trouble landing at airports.

Fixed two errors when checking for a landing site.

One error caused an inconsistency between what obstructions they perceived when inside vs outside the atmosphere, causing crazy flight behavior.

The other error caused the pilot to sometimes get close, then think the landing site was on the other side of the planet, and execute a vertical takeoff to fly there.

Land at City Order
NPCs don't follow this order at all.

Reworked NPC landing logic to land on roads when no empty spacecraft landing spots are available. They first prefer level graded roads over sloping grades. Second, they prefer concrete, asphalt, then dirt.

NPCs currently land at the end points of roads and slabs and they don't care about road width. The landing spot must be inside city limits because then they can trade. They check for obstructions; they insure the spot is not inside an enclosure; and they make sure it is above sea level if the world has surface liquid.

Turret Ordnance
I was unable to load ordnance into a turret. The window showed nothing.

Fixed an error in identifying the turret station. This may have broken old style space ships but I don't care.

Observatory Report Asteroid Position
City report could show position of asteroids.

City report now shows the position of asteroids relative to the solar system.

It should also only report one event per asteroid, per city report. I was getting multiples. That may have only been a temporary problem on the debug servers.

Remote Camera Buttons
When at a command station, it would be handy if the on-screen buttons at the right included controls for remote cameras.

Remote camera buttons now appear among the buttons at the right, when you are at a command station of a spacecraft that has remote cameras in its design. There will be no camera buttons if the design has no cameras.

Organs
Commodities needed for body organs.

Heart, lungs, gills, and stomach added.

  • Edible to carnivores, omnivores, and scavengers.
  • Can be manufactured at a meat processing plant.
  • Butchering an animal carcass now produces: meat, leather, bone, heart, lungs, and stomach.
  • Butchering a fish now produces: fish meat, heart, gills, and stomach.
Eventually DNA will determine what organs are produced.

Harvested 4B Units
A spacecraft reported harvesting 4.29 billion units of borexino precipitate.

This looked suspiciously like a negative rollover of an unsigned 32 bit integer. I hardened the calculations for harvest quantity to insure they did not produce a negative result.

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  The Expanse
Posted by: Haxus - 12-18-2019, 04:17 PM - Forum: Cantina - Replies (7)

This is just a rant. I figured the cantina was an appropriate place. Since its imaginary, I can imagine myself crying in my beer; I can't really drink beer in the real world, so I stick to bourbon.

The Expanse is a SciFi series on Amazon Prime. The first two seasons were fantastic, so good that we didn't hesitate to fork out the $30 or so that it cost to watch season three. It did not disappoint.

The Expanse is an intricate and detailed sci fi story. The Earthers, the Martians, and the Belters inhabit the solar system but have not traveled outside the system yet. They are the main factions of the story as it develops. Spacecraft are highly advanced rockets, with at least a nod to Neutonian physics. Its like reading a really good sci fi novel, edgy and modern, with cool and interesting twists along the way. I highly recommend it to anyone who likes sci fi.

Season 4 was just released.

We're five episodes in to the fourth season; there are ten episodes. Paula's wondering when they are ever going to do anything. It's like watching a comic book unfold. Story depth, characters, all became so shallow as to be comparable to some of the worst sci fi movies I've ever seen. The CGI is fantastic, but the story, poised at the point of incredible potential at the end of season three, fell off a cliff.

:'(

They need to get the old writer(s) back! Pay them whatever it takes!

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  2019-12-18 Asteroid, Harvester, System Resource Search, Morale Penalty
Posted by: Haxus - 12-18-2019, 03:16 PM - Forum: Updates - Replies (16)

Asteroid
I'm in my system, within 200K meters of an asteroid and it doesn't show up either as a command target, or even on the Fire Control terminal of my ship. How am I supposed to protect my world if I can't attack an incoming asteroid?

Fixed numerous problems here.

  • Asteroid will now show up on the unit list for Attack and Follow orders.
  • NPCs will now attack and follow asteroids in response to mission orders.
  • Asteroids are now considered to be enemies.
  • Fire Control console now targets asteroids.
  • Fire control reticle now shows weapon range and range to target when target is out of range.
Harvester
When I send on of my harvester ships to run a harvesting cycle on a target, it occasionally gets trapped in an endless loop.

If the next harvesting pulse from a ship/stations harvesting bay is set to exceed the harvesting quantity threshold, it won't take the in the resources from that pulse. This means the ship never exceeds the threshold and the ship gets trapped in an infinite harvesting loop, that it only exits when the fuel threshold is met.

Changed harvest function to trim the amount harvested so that it will fit.

System Resource And Or
When search for resources, ticking more than one will make search fuction try to find systems with both of these resources at desired Q in one system. Function has "AND" logic instead of "OR", so there is no point in ticking all resources and setting high desired Q. Would be nice to have switch for that logic.

Added option to treat the resources checked as an AND list or an OR list.

System Resource Search Bug
When search for resources with high desired Q set, function will show systems that do not have such resources or even systems where they dont exist.

Example: find Antiflux particles minimum Q250. Function shows 2 systems. One of them has antiflux but much lower than set quality. Second system does not have rings at all.


Fixed.

System Resource Search Vegetation
There is "Atmosphere Density" in list but no "Vegetation density", which is more important

Fixed missing vegation density in resource search table.

Atmosphere Density searches for Q of atmosphere. The commodity name doesn't work well there.

City Report Population
Report +/- numbers for population changes.

Population section of city report now shows + and - numbers next to those things that changed the population.

Morale Penalty
The morale penalty should maybe include the number of whatever it is they want... so like "4 additional retail stores wanted"

Adjusted morale penalty so that it is not capped at -2 for buildings that are wanted. The morale penalty is the number of buildings wanted.

University Patent
If you set a university to limit 1 patent, it keeps making them.

University will now stop making patents when a limit is set. The limit number has no effect since patents are limitless once you have them. The process stops if the patent being researched already exists in the building's local patent library at the minimum Q specified.

System Scan Doesn't Match
Scan reports do not match some systems actual contents.

Some systems were generated using an old system. They are grandfathered in an exceptions file. That exceptions file was updated. Scan reports should match now.

After the contents of those old systems decay due to abandonment, they get regenerated using the current system. A number of old systems must have decayed, as revealed by the reduced size of the exceptions file.

After the universe is reset, this issue will disappear entirely.

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Video Asteroid Strikes Again!
Posted by: FinalGen - 12-17-2019, 05:33 PM - Forum: Cantina - Replies (7)

My first week in the universe has been pretty eventful. Some key bugs / items, like Targoss and the Rocket Training mission were missing. I found out about the asteroid in game after hearing Haxus tell another player. That started a 4 day countdown of when it would hit my planet...

Many hours were spent building and getting things ready to launch into space for the the first time. On the big day, I enlisted some help from other Avatars, and we went hunting. With crappy sensors, a good calculator, and some navigational prowess from Vectorus, we got a sensor hit. We honed in on it, got visuals and were right on top of it when the unthinkable happened. A server crash with only 3.something hours left.

Needless to say the servers were down for about 3 hours and I was bricking shits. There was just enough time to build a 25 minute ship (Badger 1 by Deltova) and take care of this menace once and for all.

Taking off with no time whatsoever to spare.

https://youtu.be/EiXC-2H9Ou8

WTF....

Ok plan B. The F2 fighter sitting at the factory. There are only seconds left. I get into orbit and get visuals.

https://youtu.be/HA1ANwqtsO0

I get a little turned around on the direction, but it was too late anyway. RIP! Oh, and if that's not good enough, it kicks you off the server as well. I logged back in with my ship at about half health watching the pieces drift into a descending orbit around the sun.

Some say the asteroid can be overcome, but I don't believe it. Just from my time here, and what I've seen in-game (in a week), there is a 0/6 success ratio.

After sitting in my fighter, watching the pieces get destroyed by the sun, mourning the loss and dusting the salt off my skin, I recall to a new homeworld since there was nothing left.

I was greeted by a binary system in which I had 3 moons, a ring planet, a gas giant with rings, another gas giant with moons with rings, and a spectacular view.

Total upgrade ;)

-FinalGen

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  Telescope
Posted by: Vectorus - 12-17-2019, 05:21 PM - Forum: Arena of Ideas - Replies (2)

Asteroids look really cool. Actually, a lot of space-objects look really cool in Hazeron.

We have observatories, but you can't actually observe anything from them. This is a shame, since watching distant planets slowly rise in the sky is half the fun of the game.

What about adding telescopes to buildings and ships? Works like an external camera. Press "E" when you're at the viewing end. Your view becomes an external camera pinned to the far end, but with the difference that the view is magnified to the level specified in the building/ship blueprint and the LOD redrawn accordingly. Perhaps there's also a black circle effect around your scene to simulate what you see in real life.

Could also add a lower-magnification telescope as a personal item. Useful for Space Piracy, together with eyepatches and parrots.

Fun and easy?

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  2019-12-16 Targoss. Login Chat Lag, World Building Lag
Posted by: Haxus - 12-17-2019, 03:48 PM - Forum: Updates - Replies (7)

Where's Targoss?
Targoss stopped showing up.

Fixed an error in the story engine when testing lineage of avatar to insure Targoss story doesn't start for highborns or demiavatars.

Trespass
New cities do not report trespassers. Old cities did.

Buildings with radar will now report trespassers in their radar range. Trespassers are buildings or stations that belong to a neutral empire.

Login Chat Lag
When I first log in, I cannot chat for a minute or two.

This happens when the Construction window requests the current public building design exchange information for the first time.

You can prevent it by leaving the Construction window closed when you log out. It will remain closed at login. When the window is opened, it will request the data.

Building exchange data is now compressed prior to sending. This didn't help much since the data was already pretty tight. My tests got about 10% reduction in data size due to compression.

Building and spacecraft exchanges are now preceded by a thought message warning when the data is large, exceeding 5MB. It informs the player that they cannot receive chat messages until the exchange data is received. A follow up thought message informs when the data transfer is complete.

World Approach Building Lag
I get a huge lag spike when approaching a world with buildings.

Found/fixed a scene sync bug that caused a little stutter when receiving new atoms into the scene. That stutter caused buildings to create and delete their rendering objects several times. Many buildings quickly added up to a huge lag spike, especially bad if any were under construction or destroyed.

Moved creation and management of building models into the model maker thread pool. This allows the grunt work of building the OpenGL model to be done in a thread that is not the foreground rendering thread, relieving some scene lag. This didn't actually save much on completed buildings because their final models take almost no processing before feeding them to OpenGL. However, this saved a lot of foreground processing time on buildings under construction or destroyed, because the board framework model takes a lot of work to construct.

The model maker offers an additional huge benefit. Multiple buildings using the same design now share the same OpenGL model, instead of each of them building/managing their own model. The creation of only one common model reduces the scene construction lag time and memory usage, when multiples of the same building designs are present. All buildings benefit, including buildings under construction and destroyed.

World Departure Building Lag
I got a moderate lag spike when departing a world with buildings.

Fixed a problem that eliminated the lag spike almost entirely. There was still a bit of grinding as building models were removed from the scene.

Implementation of the model maker thread pool completely eliminated those last grinding bits of lag.

World Map Buildings
World map sometimes does not show all the buildings on the map until you move close to the planet.

Fixed. Due to this change, you may now see airport beacons from much farther away.

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  Avatar Skills - Add a skill for Texas Hold'em wins
Posted by: Snowmantis - 12-13-2019, 03:58 PM - Forum: Arena of Ideas - No Replies

Would like to see a few "fun" skills added to the avatar skill screen that might be used to entice other in-game activities and perhaps lead to the addition of leader-boards for a selection of skills.

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  Empire Ranking and Leaderboard
Posted by: Deantwo - 12-13-2019, 07:39 AM - Forum: Arena of Ideas - Replies (11)

With the new changes to the decay and "Empire Standings" page, I think is is about time we discuss how empires should be ranked on the leaderboard once again.

We have discussed it at least once before, and I'll link to what I found here for discussion.

Up until now all empire ranking has been based on empire size. Either number of (loyal) citizens, number of cities, or number of worlds. This all suggest that there is only one way to play the game, which isn't really something that sounds nice in a big open game like this. There are however issues with figuring out how to otherwise rank empires.

There is also the concern that any ranking would expose too much information about your empire to potential enemies. So any information should probably be obscurified in some way. Or at least so general that it is of less use to the potential enemies.

To further give players the feeling of having options, it would be interesting to have multiple stats to tracks and rank. Lets make some simple categories and discuss possible ways of calculating each stat.

Empire Size

It would be obvious to keep the systems/population count in some way, some indication of empire size. Rather it should be the pure number of either citizens, cities, worlds or systems, or some calculated average of them is definitely up for debate.

We don't want a lone capitol building in some system to count equal to a system with thousands of citizens. But at the same time it does count as territory that the empire is keeping safe from decay and defended against enemies.

So I would suggest either one of two (population or systems count), or both values separated into two separate columns (Territory and Population). But I don't know how we would obscurify them, or if we would even have to

Empire Military

This might be a hot topic. How to measure the military power of an empire without giving away too much information?

The first idea I had was simply to calculate the total volume of all fleet spacecraft AND military buildings. Spacecraft volume is what matter in the end-game, who has the bigger gun. But a good way to obscurify it is to just toss in military building volume.

There have been suggestions of just counting number of officers stationed on ships in the past. But that might give away too much information or simply be too easy to exploit with tiny ships.
Also, should company ships even be counted? I have not found a single reason not to make my flag ship as a company ship. A company ship can't be captured, so that is a huge advantage as long as you have enough money to cover the price of fuel and ammo. But that is likely a separate issue for another day.

Empire Economy

Economy in the game is mostly non-existent right now. Unless we count maximum quality of available construction materials, but that might be too much information and likely also a strain on the servers to calculate too often.

Could simply leave it blank while we wait for economy fixes, think of it as a goal. If any economy system that is implemented can't be used as an empire ranking statistic, it likely won't be good. But again that is likely a separate issue for another day.

Empire Technology

With technology it is also debatable rather or not it exist is a meaningful way enough way to measure. The correct patent system doesn't limit anything, it merely serves as a technological progression milestone or to hide things new players don't need to see yet.

In the current system the only patent that would be worth tracking the process of would be the warp FTL drive patents. But simply showing an empire's highest warp-drive capability would definitely be giving too much information to enemies.

Empire Diplomacy

We do not have any galactic community mechanics or grand diplomacy, so there are no good numbers to track here. At most we already have this in the form of allies and vassals contributing to empire size.
Showing how many empires have set your empire as "Friend" might be giving away too much information again, even if it would be a fun stat.

Anyways, thoughts?
This is very much a brainstorming thread rather than anything else. So toss your ideas in on the topic and lets discuss it!

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